Class Abilities
Bard
Alter moods - While performing before a non-hostile group, the
bard may alter the group's mood. Everyone who hears the bard perform must save vs.
paralyzation, with a penalty of one for every three levels of the bard. If the save fails,
the group's mood may be shifted one level in the direction wished by the bard.
Climb walls* 30% - Allows the bard to climb smooth or vertical
surfaces.
Counter effects - Allows the bard to counter song based attacks.
Detect noise* 30% - May hear faint sounds.
History 25% - Gives a bard a 5% chance per level to identify a
magic item by closely examining the item.
Pick pockets* -10% - Allows the bard to pilfer small items from
another's pocket or purse.
Rally friends - By spending three rounds, the bard may grant their
comrads a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale
rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
Read languages* 30% - Gives a chance to read languages not
familier to the bard.
Scroll use 20% - Allows the use of magic scrolls at 10th level.
Wizard spells - Allows the bard to cast wizard spells.
Schools of Magic - Alteration, Enchantment/Charm,
Illusion/Phantasm, Invocation/Evocation

Traits
Double-jointed - Sucessful Dexterity/Balance check allows character to excape bonds. 1d6
rounds is required for each limb that is bound. Metal bonds require a check at one half
the ability score. Halflings recieve a +1 bonus to their check.
Impersonation - The character recieves a +2 bonus to their disguise checks.
Glibness - A sucessful Wisdom/Intuition check allows the character to talk an NPC out of
an action.

Disadvantages
Allergies, severe - When the pollen count is high, the character must reduce their
Strength/Stamina and Constitution/Health scores by 1d6.
Bruise Easily - Each die of brusing damage taken inflicts 1 extra point of temporary
damage which is recovered at the rate of 1 hit point per turn after the fight is finished.

Rogue Skills

Skill

Base

Racial Mods

Ability Scores

Discretionary Points

Armor

Final

Climb walls

50

+0

+0

+10

-30

30%

Detect noise

20

+0

+0

+20

-10

30%

Pick pockets

10

+0

+0

+10

-30

-10%

Read languages

5

+0

+0

+25

+0

30%

Inventory

Animals

Peacock

Items Carried

Backpack

Dry rations (1 week)

Flint and steel

Torch x3

Wineskin

Musical insturment (average)

Items Readied

Dagger

Items Worn

Full armor, hide

Liripipe

Pantaloons

Spending Money

* Copper Pieces x7

* Gold Pieces x29

* Silver Pieces x6

Movement and Encumbrance

Encumbrance

Unencumbered

Light

Moderate

Heavy

Severe

Weight (lbs)

0-40

41-58

59-76

77-96

97-110

Movement

12

8

6

4

1

THAC0

-1

-2

-4

AC

+1

+3

Currently carrying 0.00 pounds (None Encumbrance, 12 Movement)

Spells

Class

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Bard

2

1

Spells Memorized

Character History
The son of a House bard and a serving wench, Del was rejected by his father as a bastard
child. His mother attempted to raise him best she could, while keeping him out of the
hands of a father who wanted him to disappear.

A child with a already pleasant disposition, he was a clown from the age he could walk, a
mischevious prankster. For some reason, he always found himself playing pranks on his
estranged father. As he reached puberty, he did not grow like his peers, remaining frail
and generally weak. Even more debilitating, he developed allergies to nearly everything
around him. And yet, he managed to maintain a cheerful disposition.

On his fourteenth birthday, he played the prank of his life on his father and mother, he
ran away to join a traveling carnival. For some reason, others did not find it as amusing
as he did. His mother pleaded with him to return to their meager living quarters in the
servants hall. Even the owner of the house offered him a job, at her begging, if he
stayed. Unfortunately, Del had found a place were he could play pranks without getting in
trouble. He was taken under the wing of the carnival jester. Ever since then, he has
remained with the carnival, traveling across the Confederacy of Sheinar.

Although a friendly man, he still has few friends in the carnival. Unfortunately, he fails
to realize that it is difficult to make friends with your victims. His only true friend,
as he sees it, is his pet peacock, Tobie.